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Player transorming animation, NPC Physics and Moving layers

Posted: 15 Apr 2016, 21:39
by Wohlstand
phpBB [youtube]

Original link: https://www.youtube.com/watch?v=m3ct1IzsSLc


It's a small test of the power-up getting and result in the environment.
Currently:
in the SMBX Engine:
- Transforming animation pauses player's physics and layer moving processing, but all NPC's are still move with their speeds.
In the PGE Engine:
- Transforming instant, all physics and layer moving processing is kept.

I think to make:
- In single player mode stop EVERYTHING (NPC processing too!) while do a transforming animation.
- In multi-player and net play mode: keep everything and don't pause player physics while transform animation.
What are you think about this?

Posted: 15 Apr 2016, 21:45
by h2643
I'd like it to be like in modern Mario games, so I voted for the first option. Third option doesn't sound bad too actually.

Posted: 15 Apr 2016, 22:01
by Wohlstand
h2643 wrote:I'd like it to be like in modern Mario games, so I voted for the first option. Third option doesn't sound bad too actually.
Why in multiplayer I must don't stop physics? I don't think is convenient to be temporary frozen (that must be result of a weapon in fight game!) while others are can act, or freeze everything while someone got transform (to annoy people to let them wait while one idiot will get it's slow transformation). Because this animation just a decoration, it would be kept for single player mode to let player enjoy beautiful effects while in multiplayer you can do everything without any limits while playing with :angel: (or versus :devil: ) friends :cool:

Posted: 16 Apr 2016, 20:54
by Alucard
Voted for "Pause all physics only in single-player mode, keep all physics in multiplayer/net-play mode". Makes it easier to detect and report unfair hitboxes.